the three Fs of basic survival. Feeding, fighting and�reproduction.
Packs may be formed either pre-creation or IC, but only involves PCs or those directly represented with merits; no �Secondary� characters are created. Totems are created normally.
Packs do gain the normal 5 dots of Pack merits, but other dots must be purchased by individual characters contributing their personal Experiences.
Hunting Natures are not in use, due to the difficulty of keeping track. No drawbacks or benefits of the conditions are gained.
Packs may purchase and use Pack Tactics of any level as well as use them spontaneously, though the latter may only occur in a scene with a Storyteller, who will approve their use on the spot; this does not guarantee every staff member will allow the same one in the future.
Tactics must be purchased via individual pack members contributing Experiences Developing learned Pack Tactics for purchase follows the same guidelines as other Custom Creations.
To clarify, the Primal Instincts Tell is required for Wolf-Blooded to participate in Pack Tactics. Non-Werewolves otherwise cannot do so.
Wolf-Blooded Changing to Another Faction/Template-Former Wolf-Blooded characters retain ONE tell when changing into anything besides a Werewolf. Any additional Tells purchased are lost with all other Wolf-Blooded merits.
Treated as higher rank above wolfblooded.
Respected by Uratha who know the story of how the Thrice born came to be.
Help from the Hayes Family when needed.
They cannot take the Neighborhood Merit, even as pack members.
They cannot hold Territories, as they are servants to all Uratha.
If the Wolfblood undergoes the First Change, they will lose both the Second Skin and Shadow Twin merits.
The needs of the Uratha come first to the Thrice Born, and they have a tendency to take on whatever responsibilities are asked of them, so long a it will not directly harm their brothers and sister.
There's no true structure to the Thrice Born, other than the fact that a request from Michael Westbay is as a law to the Thrice Born. As the eldest of the most prominent family, he acts as a distant patriarch to his kin. The Thrice Born themselves try to meet at least once every month or two, generally at a Tur or a business owned by one of their own, to discuss happenings, any of their own that are close to their First Change (of which they have a strange reaction to…), and any other of the banal items of life that have come up.
While a Thrice Born who undergoes the First Change still sees it as a great privilege, the rest of the family tend to feel sorry for the Thrice Born, as their brothers or sisters (their Shadow Twins and their Second Skins) are absorbed into the physical sibling's form. Thrice Born who have undergone the First Change speak of it as becoming fully whole for the first time, and they may actually be correct. Thrice Born who know a member that has undergone the First Change will still speak to them when they are seen, but will talk of them as if they died during their First Change.
Status 1 - Ronald Hayes has indoctrinated you into the family. You gain access to use the family Locus freely. This also comes with free housing at the Hayes family estate as well as a family that will back you up through thick and thicker.
Status 2 - You did something of note that even the Forsaken talks about. This does not go without notice in the family and they talk of your praise. You gain 1 dot of resources as well as the access to the family�s Library.
Status 5 - Disclosed. Only Ronald and his daughter Claire have this level of status at the moment.
Drawback - While the family is helpful to all Uratha, they are very insular. The protection of the family is the greatest concern to them. They take the loss of a member hard and cannot see themselves mating outside of the family. They cannot take access to the Neighborhood merit as the Estate is all the family cares about. Thrice Born within the family may also not form packs with non-Thrice Born and non-Hayes family members. Exiled members can not take Status Hayes family but may take the Neighborhood merit.
Not a Fetish of its own so much as an additional alteration made to an existing Fetish, the Uratha makes it so a Fetish can be activated by those lacking the spiritual attunement that they themselves are inherently gifted with. By raising another Fetish or Talen�s rating by 1, the spirit within is left in a �half awake� state, and can be activated with a special trigger related to its ban, thus allowing non-Uratha (most often, Wolf-Blooded) to make use of it with the normal activation pool.
This power is not needed to activate a Fetish by channeling essence into it, for those capable of doing so another way.
Although the appearance of this fetish has changed over the centuries, it is always some form of container for liquid. Long ago, a chalice was popular for the imagery, Today, canteens and thermoses predominate, mostly because they can be sealed. The container is not meant to hold water (although it can). It is intended to hold Essence, safe and fresh for later use.
For the Fetish, any character who can spend Essence can spend it into an (activated) Cup of Life for later use, and a character who can draw Essence from a locus can instead channel that Essence into a Cup.
Entities (generally spirits and werewolves) draw Essence from a Cup of Life through the same method that they draw Essence from a locus, except the action isn�t limited to one attempt per day. Cups of Life fetishes are considered valuable resources by all who use Essence, and they come in different strengths. A Cup can contain a maximum of three Essence points per dot. Werewolves bind hoarding spirits, such as those of magpies or squirrels, into these fetishes.
For the Talen version, it can be activated one time to fill it with Essence (using the above method), and then one time to draw the Essence, which comes in a flood; any excess is wasted. The talen then dissolves after that.
A medicinal ball, typically about the size of a quarter, which heals all bashing or one Lethal, whichever is more severe. More than two pills in a day inflicts the Exhausted Condition.
This fetish can take the form of a small pouch that the werewolf carry on their person or in some cases a tattoo in one of their arms (the tattoo version costs 2 dots), in them they have a small space available to carry things, convenient and discreet, most use it to carry their favorite weapon with them all the time, to avoid drawing undue attention or just to smuggle it through security controls.
The fetish can store inside any object of size 3 or less, it needs to be activated each time to put in the objects or pull it out, the roll makes it an instant action, with essence the action is reflexive.
This bracelet is made from black tungsten steel and obsidian braided together ( with the help of the sculpt gift) The inside of the fetish has been polished smooth and carved with first tongue sigils representing the Hisil and Shadow Spirits.. A Shadow Spirit is bound into the fetish.
This fetish allows whoever is wearing the it to step across the gauntlet the same way an uratha would at a loci.
Dreamcatchers prevent Nightmare spirits from influencing the dreams of the sleeper after activation. Any Nightmare spirit or similar entity who wishes to Influence the dreams of the sleeper suffers a −2 to the attempt. The dreamcatcher also acts as a ward preventing other Oneiromancers from entering the dreams of the sleeper; upon any attempt, they must defeat the Fetish at a Clash of Wills to enter or shape the dream (it has a base pool of 6 dice +1 for the Night-long duration).
This small 1lb pound bag holds black gravel, which looks like it might be found in the bottom of some goth kids fish tank.
When the bag is open and the gravel is scattered across an area it grants the user Influence (Shadows) up to the rating of the Talen for the remainder of the scene, within the area the gravel was released.
A Muzzle Break that can be fitted to the end of a firearm, activation changes the nature of bullets that pass through it, allowing them to strike and damage ephemeral entities. Naturally, bullets fired this way do not harm more solid creatures.
Beauty's Teeth takes on the appearance of a typical celtic sword; the only striking difference is the use of diamonds in the hilt to entice the spirit that inhabits it. These swords are ideal for those who prefer steak to claw.
While active, Beauty's Teeth cuts through any armor, effectively treating all armor as if it were 0. Against supernatural sources of armor not usually susceptible to Armor Piercing, the wielder should roll a Clash of Wills (Supernatural Tolerance + Fetish level) vs the armor's originator to successfully ignore it.
This fetish can take the form of any weapon, though it is usually a sword or the favored weapon of the werewolf in question, this fetish can be found most commonly in the hands of Blood Talons or Storm Lords.
At the moment of creating the fetish, the character picks a Fighting Style appropriate for the weapon. When the fetish is activated, he knows it completely and can use it even in Gauru form or while suffering through Death Rage. The weapon becomes instinctive to use and while in Gauru form its initiative penalty doesn't apply. If he already knows the Fighting Style he may use the dots invested as bonus dice on related attack rolls.
Not all Fighting Styles are compatible while in death rage, as some have maneuvers that require the ability to think before acting. If it modifies an existing attack or passively/reflexively applies its effect, it can still be used, but if it's a "new" maneuver or attack, or requires you to make a conscious choice (such as dropping defense for any reason other than going all out), it won't work in death rage. In Gauru form without death rage, the fetish can allow those to work normally; the storyteller/Rule Master has the final say on what can still be used while a werewolf is subject to kuruth.
Activation of this Fetish adds half the wielder's Wisdom Renown (round up) to their Strength, Dexterity, Stamina, and Defense while in the Hisil. This Fetish is only for use by its wielder and on their demise the bond will end.
Performed after the death of a werewolf to provide proper honor to the spirit of the valiant dead, gives packmates, allies, and friends to make peace, and to speed the werewolf�s spirit on its way to the ancestor realms or next life.
Speeds the werewolf along to whatever awaits. The next use of the Gift of Death by the rite master doesn't cost essence to activate.
1 Season, with the option to renew before the duration has elapsed.
The pack may initiate remote communication with one another, on an individual basis, with Resolve + Composure. This communication is limited, granting a general feeling of the packmate�s state of being and direction in which they can be found. Exceptional successes on the initiation provide greater input, a clearer idea of thoughts, as well as an approximate distance to their current location. In moments of extreme emotion, or when in the midst of real combat, this roll can be made reflexively to alert the whole pack, though the individuals would need to succeed on their own roll to have a clear indication of what triggered such an event.
This rite is generally performed at night preferably during the rite masters moon phase though it can be performed at other times. During the rite during the rite-mater moon phase adds a +1 to the roll. To perform this rite the Rite Master must pierce the skin of the subject ( Usually by biting, through other methods may be used). The ritemaster must then draw symbols of protection and the uratha on the subject using a combination of the subjects and her own blood, doing this creates a supernatural connection between the two (Resolve + Occult).
This rite places a spiritual mark on the subject of the rite marking them being under the protection of a werewolf or pack. Thereafter for the length on one Lunar month any time the recipient of this rite is in danger the ritemaster may spend a willpower to conveniently be in a position to save them. Anyone looking at the subject with a supernatural sense can see/smell/detect the brand, and the combination of scents of the Packs totem and the ritemaster herself.
A supernatural connection to the subject is formed and will warm the werewolf if the subject is in danger, being attacked, or is in danger, allowing the werewolf to try and arrive as quickly as possible (or via the above method).
In the hunt being stranded without essence might not be a direct death sentence but it surely makes life difficult for a werewolf and on top of that some gifts and numina can put a dent on a werewolves inner reserves, because of that Alvaro came up with this simple but ingenious rite. As the name suggest it creates a container for essence that can be carried on their person to have a bit extra juice available for whatever purpose without risking their inner reserves.
Once the rite is finished each bottle starts to fill itself with the essence of the locus over the course of a day, one for each bottle, the essence matchs the locus resonance, each bottle can hold up to three essence points, but the rite can only make a number of bottles equal to the locus rating so a locus with a rating of 2 can only make two bottles. The uratha can "drink" one essence per turn as an instant action, or drink the whole thing as a reflexive action but ony get one essence per bottle. Once a month has passed though, if the bottles have not been used, the essence is lost as it evaporates into the air.
Spirits awakened by this rite acts according to its nature � no more, no less (however, they can be asked questions).
Success: Performed on mundane item or place wakes the potential spirit within. The item then possesses a spirit analogue in the Shadow Realm. When performed on an animal, a Hursih related to that animal in the spirit world wakes. The Hursih isn�t directly connected to the animal in question, though and it doesn�t have to remain in the animal�s area. A newly awakened spirit is always a Rank 1 Hursih with average traits for its class. The rite doesn�t work on sentient creatures or objects and animal (spirit representation) already awakened. The ritemaster gains a +1 to all rolls to influence the newly woken spirit, including Gifts and rites, for the duration of the scene.
Along with his ferocity, Father wolf was known for his incredible feats of strength. Rahu over the years have learned to mimic this strength, pushing themselves Beyond Normal Limits and drawing on this strength as Luna's oathbound warriors. This allows the Rahu brief glimpses of Father wolf's strength.
Upon successful completion of the rite, the Lune's empower the Rahu to push herself past what's normally capable very briefly. For each point of Essence spent reflexively the Rahu's lifting, throwing, and jumping ability is increased by 100% for a single roll that turn. One essence spent would double the lifting, pushing, and pulling capacity and jumping distance. Two essence would triple them; etc. This does not effect dice pools, only calculations for the lifting table based on current effective strength. This bonus only lasts for the turn in which essence was spent and both are lost if not used or prevented somehow.
The Rite will always deal 1 aggravated damage from the poison ingested. Any additional harm that the individual performing the rite takes onto themselves makes the pack stronger. Each additional level of damage contributes dice to a pool that may be expended by any pack member to add to a roll that contributes to an action that furthers the pack; Lethal grants +1, and Aggravated +2.
This rite was created by Reverie, Itheaur of the imahar, after bringing back the lost Lodge of the spirit dreams. While the Totem Oneri of the lodge grants those within the dreams great power, sometimes those within the lodge need that sort of power outside of the dream as well. The werewolf must supply Gatha of at least 3 essence and Blood equaling to approximately 1 lethal damage.
Extended (20 successes, each roll takes 10 minutes).
Success: If successful the werewolf gains a +2 rating to an Influence they already have access to (maximum of 5), appropriate to the type of spirit beseeched.
Pack members� blood is strengthened, blessing them with exceptional health and healing, which decreases their healing rate by half. Uratha and others with the means to use Essence, Vitae or other Energy (or even goblin fruit) for regeneration find their healing likewise improved, doubling the effectiveness of using such for healing themselves (one Essence heals two Lethal in a turn, one Blood heals two health, a fruit doubles the healing effect), though this only works outside of combat. To ensure this, the ritemaster must sacrifice enough blood to take one Lethal to empower the rite.
2 Essence per Health Level to be healed.
The rite is capable of expediting a Werewolf�s regeneration at the expense of the user�s own life energy. 1 aggravated damage on the target Uratha, who must be present for the entire rite, is healed per 2 target successes, although 1 lethal damage is done to the ritualist in return (but this is regenerated normally). Each use of this rite can heal a maximum of 5 health levels of aggravated damage on a single target, who must be a Werewolf or a creature with similar regenerative abilities.
This rite allows a pack member to open a gateway into the Underworld. While the rite isn�t the special province of any one tribe or lodge, the Lodge of Death is the only one that uses it with any regularity. The rite is so named because of the way many werewolves feel about hunting already-dead prey; it�s an uncomfortable, murky practice, tantamount to admitting that the job wasn�t done right the first time. Sometimes, though, it�s necessary, and the rite can only be performed at an Avernian Gate, or at a locus with an appropriately death-like resonance.
A gateway opens to the Underworld. It remains open for one hour per level of size of the creature sacrificed in the ritual, and admit anyone who crosses it unless preventative measures are put in place. Furthermore, any supernatural power used to close the passage must succeed in a Clash of Wills. The rite can also be used to return to the world of the living. However, it must be done in the Upper Reaches and within the vicinity of a closed Avernian Gate. Werewolves whose Harmony begins sliding towards their spirit half therefore must act quickly to reach a suitable site before they turn into Styx Hounds.
The werewolf casting this Rite has one purpose in mind when casting it to make the lives of the intruders in an area under their protection as miserable as possible in order to harry them until they're able to either catch them or send them packing.
The intruders find themselves the targets of the cities ire. Sidewalks seem to trip them up animals rats /roaches/etc. harry them, lights never change properly bricks and other debris fall form the rooftops fire escapes break if they're trying to be stealthy they find themselves in bright lighting if they're hunting after something the light goes dark and the trails seem to disappear.
Mechanically, this affects up to one character per dot of the Skill used by the Ritualist for the Rite. For 24hrs, an area of the city, up to the size of one Neighborhood, will become hostile to the named targets. The targets suffer a −3 penalty to all rolls that would ordinarily be subject to distraction penalties while within the area, as the city interferes subtly with their actions, and they suffer a −2 penalty to stealth and combat rolls.
Calling on spirits beyond the ken of most Forsaken, the Uratha calls down a Curse upon a named �Shaman� (really, any Mage can be targeted), inhibiting their magic and making them a potentially easier target for the Pack to deal with on their sacred hunt.
So long as the Ritemaster has the Siskur-Dah condition relating to the offending Mage, the wrath of the spirits is brought down on that magic user. They find that all of their magic is Withstood by (5 - Gauntlet Rating), as the combined essence of every spirit in the area seems to work against the magic, unable to completely prevent its formation, but protecting the world from the Shaman�s changes. In addition, any Spirit Rank the character may have had is removed for the duration of the Sacred Hunt, as the denizens of the Shadow refuse to work against the true authority of Luna�s children.
Active Spirit Sight can notice this rite building, and Mages capable of it may attempt to defend against it with a Shielding spell before its completion.
After watching the Azlu for many years, Meninna started to use the privacy of the wall as their killing fields. By consecrating an area with totems and blood another layer is created in the gauntlet that the Meninna's pack shapes to their will and benefit.
At the onset of the rite, the ritemaster designates a landscape and single possible environmental tilt. The area of effect is the ritemaster's (Purity X 50 feet) and is created as a pocket in the gauntlet. While in the Den the ritemaster's pack and totem gain the following benefits: Brawl, Firearms, and Weaponry rolls as well as Defense are increased by the Primal Urge of the ritemaster. All pack members instinctively know the direction of the Den. Only if the prey is the target of a Siskur-Dah and can be herded into the area of effect, they can be forced into the Den with a touch attack or grapple maneuver by any pack member or the totem without some other means of crossing over. The pack can follow by spending 1 essence each as if at a locus. Otherwise, some other means must be used to cross into the Den such as it falling within the boundaries of a locus. The designated environmental tilt must be present in the physical. IE Light snow could create a blizzard, extreme cold, or ice within the Den; not extreme heat or earthquakes.
The man in the trench coat nodded. "Good. Stay up here. No matter what you hear. I'll let you know when its over." He descended the steps and found the inflicted man. Writhing and groaning in the chains, seemingly coherent but incoherent at the same time. The man stayed silent, crossing to a workbench and opening up his briefcase. A cross was produced, though it had been engraved with the symbol of the half-moon. He advanced on to the Claimed man. "You have no right to be invading the body of this man." He began to speak, lifting the cross.
The spirit within the Claimed man laughed. "You think…you can do…anything to me… with that thing?" Though the spirit was unable to willingly leave the body of the man due to the iron chains around him. The priest thrust the cross out. At the same time he was using his free hand to draw strange symbols in the air. "Not by myself. But with the power vested in me by the Father, the Mother, and my fellow Iminir I say GET OUT. Leave this man and be cast back to the pit in which you belong!" This phrase or similiar ones were repeated and with each one an electricity seemed to be gathering until there was an unearthly scream from the man as the spirit finally lost the battle and was cast back through the Gauntlet to the Hisil.
Extended (5 sux per Spirit Rank), Resisted (by spirit's Resistance).
The rite takes 10 minutes per roll to complete. The effects of the rite, after a successful completion, is instant. Every 5 minutes, the Claimed individual takes 1 Aggravated Damage.
Upon completion of the rite with the proper number of successes reached, the spirit is torn from the Claimed and thrust back into the Hisil.